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SPaceORK

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Everything posted by SPaceORK

  1. Ultramarines are kinda...meh. But you get access to Bobby G who has the best aura in the game, period. Dark Angel's are nice because the rerolls of 1 if they dont move. Which also works nicely with the bolter rule. They also get the spooky land speeder for -1 to hit and Azreal for 4++ bubble. So you can make your gunline quite resilient. Also they have the second best terminators in the game. Which is a nice unit to prevent charging your gunline. Salamanders have a reroll which is nice. Deathwatch obviously has special issue ammo which is amazing on intercessors. Or anything with a bolter. Blood Angels and Space Wolves want to smash face so maybe not the best shooting compared to the others. But they are good at protecting your gunline by being good at hitting things. Black Templars, Imperial Fists, etc generally dont have much that greatly improve a gunline.
  2. Dont make the Castellan House Raven, bam done. No cawls wrath, no reroll 1's on everything. Now the Castellan is good not overpowered. Also I didnt really see anything in the ad mech that was super scary either. Play the list you want and bring it back a notch during game. "Oh I can delete that unit if I shoot everything at it, but I'll separate my shooting." However OFCC isn't for me either even though I could make every game fun even with Castellan/Catachan horde.
  3. I believe its supposed to be used with their medium. They also have a paint that glows even in daylight. Which would look pretty cool on plasma.
  4. Yup... but it happens! I just have bad luck with knights in tournaments.
  5. Q- tip cotton, white glue, shape into misty shapes. Use the absolute black from culture hustle. It's the 2nd blackest black paint in existence and absorbs light.
  6. Game 3. The finals. Necrons vrs Catachans. His army; 3 croissants, 2 cannon pirate ships, 2 triarch stalkers, 6 destroyers, some hq's and immortals. Necron turn 1. He veil of darkness's into my back lines, he shoots everything. I fail 10ish 3++ saves on my knight. It takes 28 wounds. Well crap. That's not good. It's ok. Brandon Grant lost his Castellan turn two at LVO and still won. Just control the board, score points. I can still do this. Necron player: "Roll to explode" Me: "What?" NP: " You need to see if the knight explodes." Me: "oh right!" Me, rolls a 6. Crap. NP: "Its two dice." Me, rolls second dice. It's a 6. Me: "[Expletive]" Np: "[Expletive]" Np: "How big is the explosion?" Me, roll 3d6, 10 inches. After rolling for damage, I'm down essentially 1500 points. Well I cant concede, let's do this. So I spend the next 5 turns scoring points and feeding him as many points as possible. There was another undefeated player and if the Necron player beats me, I want him to win, not the other guy. Game 3. Necrons 30+, Me 6 points. Necron player wins the tournament. I come in 3rd.
  7. Boom! That's actually foreshadowing for later, but instead lets get to game two! My opponents army; Uhh, honestly I have no idea exactly. It was tau. And it had like three different septs, a riptide, broadsides, shadow sun, cold fusion commanders, devil fish. I think it may have had one of everything but the flyers. My army; My incompetent Castellan & Associates. Pic of my turn one. Hammer & Anvil deployment. Basically my goal was to control the center of the board, cover as much space as possible and force as many drones to jump in front of bullets as possible. And that goal was accomplished. 3 units of drones die, netting me Butchers Bill and some points towards Reaper. Everything that could have charged advanced so no cc for my turn. His turn 1. Now I've played tau, I even enjoyed playing tau. Heck I even read the codex. But I had no idea if this guy was making things up or what things did at a certain point. So shooting phase, he had moved up with things. Got within 18" of the Castellan, made him -1 to hit everything. Huh... that sucks. Riptide gets rerolls to hit & wound and +1 bs and overcharge twice for 18 shots and 3++. I knew that last part was a thing but jeeze. He also apparently yelled "Monica!" at one point and got rerolls with either Shadowsun or the ethereal. Long turn short, he basically rolled a bunch and watched in horror as everthing bounced off 3++. Dang, I'm good at this game... So after things did not go well in the shooting phase he decided close combat with a devilfish vrs bullgryn would have to go well for him. It did not. Turn 1. Brad 6 points, Me 3 points. My turn 2. Even though he didnt kill the things he wanted to in his turn, he did kill a bunch of catachans turn 1. Thus putting him firmly in the lead. Well I can do that too! I ignore all the suits and just murder as many drones and firewarriors as I can. Castellan does nothing cause -1 to hit. Catachans, wyvern, basilisk slay 20 or so firewarriors. Bullgryns charge 2 squads of firewarriors. Pretty good turn overall. His turn 2. He basically repeats his first turn and I repeat my ability to make 3++ saves. Turn 2. Brad 12 points, Me 6 points. My turn 3. Well at this point I need to push and score as many points as I can. I've move to ensure I'm on all but his back objective and in every table quarter. Roughriders come in and shoot plasma to kill the last if his firewarriors and cadre fireblades. Catachans, wyvren and basilisk finish off the drones and broadsides. Castellan actually has a good turn and murders a commander. At this point time is called. I call the TO to see if Brad get a 3rd turn as well. TO says no but would I be ok with math hammering out what points he would get. Sure! That's fine with me. Turn 3. Brad 16 points, Me 17 points. Heck yea finals here I come!
  8. There is not a single rule anywhere, written by anyone saying that your Blood Angel's have to be painted the exact shade of red that GW paints them in. Or even that you have to paint them red. You can paint Blood Angels any color that you want. There is not RAW for painting armies. There can't be, everyone has different level of skills in regards to painting. Heck, some people cant even see the same color as most. And painting your army any color you want, regardless GW's fluff, works for anything. Dark Angel's, Ultramarines, Alpha Legion, Bad Moons, anything. Your issue/hang up/personal guideline prevents you from painting your Dark Angel Chapter Master, Azreal grey because GW has painted their Dark Angel Chapter Master, Azreal green. That is how GW suggests you paint Dark Angels, not the rule. Now the only actual rule states that if you want to name your chapter The Forgotten Gargoyles and use Dark Angel's chapter tactics, that you are then cut off from using special characters. Again no mention of how you have to paint your army, just that if you want <keyword> Forgotten Gargoyles you cant have Azreal. What, for the life of me, I dont understand is why cant you play Dark Angel's in every aspect, except they are painted grey and your pronounce "Dark Angels" as "Forgotten Gargoyels". It doesn't break RAW. And it allows you to play your army with the look you want AND the rules you want. But again it's your army, do want you want I guess.
  9. I mean you can play whatever you want and call them Dark Angel. So if you want Forgotten Gargoyles Azreal just make sure he has a power sword and combi plasma. Then make him fit your chapter.
  10. Oh... right. I did not look closer. I saw a bunch of terminators and though "oh that's so many storm bolter shots".
  11. Well every tournament I've entered with knights, something has gone horrifically wrong. If you stay tuned for games 2 & 3, you will see how this one screws me as well.
  12. So I went to a local tournament this weekend. 2k, ITC, no painting required, 3 rounds. It was fun, but I've decided that knights are something I shouldn't personally run in tournaments. They just don't... well let's give a rundown of how things went. My first opponent was a local named Ben running SoB. His list was; SoB lady with wings, SoB in tanks, SoB with wings, SoB with heavy bolters and some SoB missile tanks. My army was; Now normally I like to take a bit more bad pictures to document my games. But Ben put me on my back foot almost immediately and I mostly just forgot the whole game. Now what did he do to do this? Well he went first, moved a bit and then shot my wyvren and basilisk with his missile tanks. Which deleted them. Oh... that's how this game is going to go. My turn one was filled with pushing to mid table and not doing a whole lot other than vaporizing one of his missile tanks because I over committed my Castellan shooting. Turn 1 Ben 5 points, me 4 points. Turn 2 for Ben did not go so well. He just couldn't get past the 3++ on either the Bullgyns that had plopped down on the middle of the table or past the 3++ on the knight. He killed some infantry squads, scored some points but really didnt do much. Which was fine because other than positioning myself for turn 3 I didnt do a whole lot either. My Castellan rolled a tremendous amount of 2's and did nothing, my catachan squads killed nothing. The only thing that went my way was the 15 roughriders managed to kill one sister squad sitting on an objective in his back corner. At this point the TO called 24 minutes left in the round and since my turn just ended I asked Ben if he was cool with us each getting a 12 minute turn 3. He agreed and we started. Turn 2 Ben 10 points, me 8 points. Ben starts his turn 3 with deepstriking all of his flying SoB to my right flank to try and push me off an objective. Unfortunately he has another horrible round of shooting and only managed to kill a few more catachan and bullgryn. In combat, Saint Celestine challenges the bullgryn, who proceed to beat her to death with clubs. Not satisfied with just her they also kill a tank and another squad of sisters. 12 minutes is up and Ben passes the turn. My turn 3, finally things go right. My Castellan shooting kill two tanks, my catachan finish off some sister squads, my rough riders move onto an objective. Oh and the bullgryn. They proceed to kill everything that doesn't have a Y chromosome within 9ish inches of the center of the board. Turn 3 Ben 11 points, Me 20 points.
  13. I mean I saw it coming but that was quick. I'm kinda glad cause two armies with vect would have pushed orks way down in usefulness but I'm also kinda grumpy cause not one major tournament was played to see if it would have actually done anything.
  14. Ohhh I'm liking this army. With bolter drill it had a fair number of shots too
  15. Regardless in like 3-6 months the summon strat will be like 2-3cp. Until then you'll have to learn how to position better. Which will make you a better player overall.
  16. From top left to bottom right; crusader from AM, magus for gsc or primaris psyker for AM, tech priest for ad mech, servitor for any imperium, inquisitor.
  17. I approve of this. Good luck finding that many storm bolters though.
  18. I dont see very many situations that you would be upset at spending 1cp and 85 points to choose an assassin. That stratagem was the tipping point for me changing my entire list a week out from a tournament. An assassin sideboard is so useful.
  19. Because I didn't think of that clever name? Also the way I play orks is not fun for opponents. Chewing through 250+ "fearless" models as they keep racking up points off objectives is a draining experience. And I just dont have the models to play any other way. I promise I will have more orky content in the future as I love the little green hooligans!
  20. I mean it sounds like you had fun, learned a bunch of stuff and had a chance to win most of your games. Solid outing is what it sounds like.
  21. Finally got down to the FLGS. Opponent was more casual but wanted to try a more competitive game in preparation for a local tournament. His list, written with what models he had and what my list was; 3 squads of dev squads with a mix of hb, missiles and Las cannons. Bobby G, Chronos, tech priest, 3x 5 intersessors, 2x assault cannon Razorbacks, anti airplane rhino, flag guy and a knight. My list; 3x gallants, 2x helverins, 2x vultures, "loyal 32" but with 45 models. My deployment. His deployment. So because I needed some info/practice playing a uphill battle, we played to his advantage. Hammer & anvil, same itc secondarys for both of us but to his advantage, +1 to roll and he chose table sides. Still I won the roll and he didnt sieze. My turn 1. Advanced all the knights who all rolled 5+ for advance. Excellent... Moved some guard. Shot the helverins and vultures, removed 1 unit of devs with the vultures (2+ marines are a pain with 0ap) and did a awesome 6 wounds with the helverins to a razorback. So I use a strat to charge after advance, make it and put 5 wounds on a razorback.. 😕 Well great. His turn turn one. He leaves combat with the knight and absolutely lights him up. 18 wounds come through. He also moved Bobby G up to ensure he could finish off the knight. He takes some shots at other things does a few wounds here and there. Bobby G charges and finishes off the first knight. Tied 5-5 at the end of turn 1. My turn 2. Move up the vultures. Shoot the helverins and vultures. Primaris in cover is an annoyingly difficult thing to remove. Only kill 5. However two knights make their charge into Bobby G. Oh this doesn't go well for him. Bobby G tanks wounds like a boss, interrupted and slays a knight. Well... [expletive]. Second knight does manage to deal the 9 wounds to Bobby G and he fails his 4+ ... and the reroll! Heck yea! His turn two, a good round of shooting severely wounds the third knight and a vulture. Honestly not much happened here. Still tied I believe at around 10-10. So turn 3 for me and this is when it starts to go downhill for me. I fail to kill a single primaris marine and a razorback with one left. This doesn't net me two points and allows him to get back on an objective. Didnt know it at the time but this is the game right here. He obviously kills the knight and I have to go hard mode with just the catachan to score points. Sadly for me it's just not enough. I lose 29-27. Man, had I just killed those two units it woulda been 29-28 my win. But that's ok! Learned a bit, and the other guy was stoked cause he never really gets the W.
  22. Do we know the full contents of the box?
  23. Took a brief look at the codex today. Still seems like a solid utility army with some great tricks and horrifying close combat options. I personally enjoy dropping 20 hand flamers 3" away for 160ish points.
  24. Man it's been a minute but I got another game in. So my opponents army; Kx 139 supremacy suit 7x5 strike teams 2x cadre fireblades and coldstars 3x6 shield drones My list; 3 gallants/ 2 helverins 40x catachans/3x mortars/ commander/ ig wizard / 2x vultures Since he had more drops than me I couldn't really set up my knights in a favorable position. I also figured only one knight would actually make it to combat so... ehh. So deployment and my turn one. I pushed my knights to almost mid table. Moved some infantry squads closer to objectives. Shot with some mortars and vultures. Completely whiffed with the helverins. Got a few reaper points from killing a couple strike squads. I however wasn't thrilled about being that close the cold fusion commander hiding in the building but there is no way to avoid him. View from the 139 as he anticipates murdering a couple knights. Unsurprisingly on his turn, he shoots everything at the knights and a vultures. Luckily hes bad at rolling dice and only managed to kill one knight and scratch the paint on a vulture. He also has to put his cold fusion commander in a bad spot, but he probably didnt count on only doing three wounds. My turn 2. Wiffed with the helverins, vultures and mortars removed several more squads. The closest knight removed his fusion commander. Not a bad turn but at this point its basically score as many points as possible cause I'm not killing the 139. Oh boy! His turn 2 and his streak of bad rolls and my ability to roll a 3++ keeps the knight closest to the 139 alive. Who knew a 3+ invuln was good? He did manage to gun down a vulture with just fire warriors though. My turn 3 and while I'm way ahead on points I'm probably not going to kill his titan. Well here we go! I decided to target his strike squads with the helverins and everything else that can shoot. Moved on to every objective in range. I gota score a bunch of points this turn to win. With one of the knights I move and advance and pop the stratagem to charge after advancing. I take 9 hecking wounds from overwatch, hit 5 times, wound 5 times and... he just dumps them to drones. All 5 hits. Well crap. Which would have been ok but then he proceeded to put a further 9 wounds in combat with the 139. Which is enough to kill the knight. However at this point I'm up by a huge margin in points and its getting late so he decides to call it. I'm not really sure how this would have gone. He would have killed the remaining knight on his turn and then had several more turns to score points of his own. It would have been close but ends up my win.
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